Tuesday, April 2, 2019

OWB Air War: The Mighty Mitchell B-25

Had a request for the B-25. I was going to just edit it into the post here but I found it to be a fascinating plane and the more I dug into it the more pics I wanted to post. Therefore it gets its own post.

Here you go Rod Thompson.

The B-25
Twin-engine medium bomber famous for the Doolittle April 1942 bombing raid on Tokyo following Pearl Harbor. Variations of the ship served in every theatre of the War. It acted as a bomber, ground attack fighter, torpedo bomber and many other roles. It was a rugged plane and had many different armament configurations based on its role over its service history.

The configurations of weaponry on these things is amazing. The War Master can have a lot of fun with different versions in the hands of the player soldiers.










Mitchell B-25B (as per the Doolittle Raid)
AC: 3 [16]
HP:   36 (HD 6)   
Move: 9/27 flying, +4 airspeed bonus
Attack:
x1 .30 Medium Machinegun (1d6+2), nose, gunner
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 3 positions: Dorsal turret, Ventral turret, gunners (the B was a rare variation with no tail gun position)
Bombs: up to 3600 lbs in its bay.
Mods: Aerial, Communications
Country: USA
Year: 1941
Crew: 5 (one pilot, navigator/bombardier/nose gunner, engineer/turret gunner, radio operator/turret gunner, tail gunner)
Range: 1350 miles
Ceiling: 24,196'
Climb: 1666' per minute

Armament:
Later Variations included:
x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4), nose, left/right fuselage [operator-linked]
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) rear turret, gunner
or
x8 fire-linked .50 Large Machinegun (+4 hit, 2d6+6), nose, left/right fuselage [operator-linked]
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) rear turret, gunner


B-25H
Introduced in 1944. Ground fighter/gunship configuration. Removed the co-pilot position and adding a gunner/camera operator.
Crew: 5 (pilot, navigator/radio operator/cannoneer, flight engineer/dorsal gunner, midships gunner/camera operator, and tail gunner)
x8 fire-linked .50 Large Machinegun (+4 hit, 2d6+6), nose, left/right fuselage [operator-linked]
75mm Cannon (8d6), nose, cannoneer
x1 .50 Medium Machinegun (2d6), each left and right waist, radio operator/gunner
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 2 positions: Dorsal turret, Tail, gunners
3200 pounds of bombs or a 2000-pound torpedo. 2000-pound bombs were deleted, since such large bombs were very rarely carried in actual practice and their hoists took up a lot of space in the bomb bay.

Monday, April 1, 2019

OWB Air Combat: Luftwaffe


Airplanes of the Luftwaffe.















Messerschmitt Bf 109 
By far the most-produced fighter ever (over 33,000 estimated), the Bf 109 was small, agile, and well-armed, it proved a serious weapon in the hands of an experienced pilot. A sturdy and dangerous fighter. Later in the War drop bombs and rockets could be added.
AC: 6 [13]
HP: 20 (HD 4)       
Move: 9/35 flying, +6 airspeed bonus
Attack: All [operator-linked]
x2 fire-linked 13mm Large MG (+2 hit, 2d6+2),wings
x1 20mm Medium Autocannon (2d6+2), nose
Mods: Aerial, Communications
Country: Germany
Year: 1937
Crew: 1
Range: 680 miles
Ceiling: 36,500'
Climb: 3300' per minute

Messerschmitt Bf 110 "Zerstorer"
The Zerstorer (Destroyer) was a heavy fighter/fighter-bomber. It was not a nimble fighter but was heavily armed. It was a formidable night fighter later equipped with radar. Up to 4000 lbs of drop bombs could be carried.
AC: 4 [15]
HP: 24 (HD 4)       
Move: 9/34 flying, +5 airspeed bonus
Attack:
x2 fire-linked 20mm Medium Autocannon (+1 hit, 2d6+2), nose, [operator-linked]
x4 fire-linked 7.92 mm Medium Machinegun (+2 hit, 1d6+4), nose, [operator-linked]
x1 7.92 mm Medium Machinegun (1d6+2), rear, gunner
Mods: Aerial, Communications
Country: Germany
Year: 1937
Crew: 2 (pilot, gunner)
Range: 1305 miles
Ceiling: 26,247'
Climb: 2170' per minute
Focke-Wulf  FW 190 "Wurger"
Probably the best German fighter plane during the war. It was heavily armed, highly configurable, and could also serve as a fighter-bomber and ground attack plane. It can also fit bombs and rockets as well as more machine guns or autocannons on underwing gun pods.
AC: 5 [15]
HP: 22 (HD 4)       
Move: 9/43 flying, +7 airspeed bonus
Attack: All [operator-linked] 
x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), nose
x4 fire-linked 20mm Medium Autocannon (+2 hit, 2d6+4), wings
Mods: Aerial, Communications
Country: Germany
Year: 1941
Crew: 1
Range: 519 miles
Ceiling: 39,370'
Climb: 2812' per minute

Junkers Ju-87 "Stuka"
The famous dive-bomber and ground attack aircraft. The Stuka was a symbol of terror during the Blitzkrieg. Air sirens were mounted on it's landing struts giving it a wailing noise as it dive bombed its targets. It's initial successes were hampered later by its slower speed and it would require fighter escorts to be effective. The typical bomb load for a Stuka include one 550 lb bomb beneath the fuselage and four 110 lb, two bombs underneath each wing. Alternately the Stuka could carry two 37mm cannon or anti-tank rockets under its wings.
AC: 5 [14]
HP: 20 (HD 4)     
Move: 9/25 flying, +4 airspeed bonus
Attack:
x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), [operator-linked]
x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), rear, gunner
Mods: Aerial, Communications
Country: Germany
Year: 1937
Crew: 2 (pilot, gunner)
Range: 954 miles
Ceiling: 23,917'
Climb: 450' per minute

Junkers Ju 52  Transport
A tri-engined transport plane used extensively by Germany. A civilian airliner before the War the Nazis used it to transport and drop supplies, 18 troops, or 12 stretchers of wounded. It could be armed and used as a bomber if  need be holding up to 3300 lbs of bombs in its twin bays.
AC: 6 [13]
HP:  30 (HD 5)     
Move: 9/16 flying, +2 airspeed bonus
Attack: (Optional)
x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), wing pod, [operator-linked]
or
x4 fire-linked 7.92 mm Medium Machinegun (+2 hit, 1d6+4), wng pod, [operator-linked]
Mods: Aerial, Communications 
Country: USA
Year: 1932
Crew: 2 (pilot, co-pilot)
Range: 541 miles
Ceiling: 18,012'
Climb: 588' per minute

Junkers Ju-88
One of the most used and versatile planes of the Luftwaffe the 52 was a medium bomber and versatile multi-role aircraft. Variations and roles included dive bomber, night fighter, bomber destroyer, ground attack fighter, etc. It was used heavily on all fronts.
AC:  4 [15]
HP:   30 (HD 6)     
Move: 9/31 flying, +2 airspeed bonus
Attack:
x1 7.92 mm Medium Machinegun (1d6+2), flex, front wind screen, pilot
x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), flex, rear cockpit, gunner
x1 7.92 mm Medium Machinegun (1d6+2), flex, lower fuselage, gunner
x1 7.92 mm Medium Machinegun (1d6+2), flex, rear/aft, gunner
 Bombs: 6000 lbs
Mods: Aerial, Communications
Country: Germany
Year: 1932
Crew: 4 (pilot, bombardier/front gunner, radio operator/rear gunner, navigator/ventral gunner)
Range: 541 miles
Ceiling: 18,012'
Climb: 588' per minute

Armament options
Additional option for a pair of 7.92 mm Medium machineguns on flexible "Donut" mountings firing laterally, one on each side of the cockpit canopy.

A single 13 mm Heavy machinegun was sometimes used instead of the 7.92 mm.

Aircraft may carry one 20 mm autocannon in the nose for ground attack purposes, with 90 rounds of ammunition, in place of the Lotfernrohr 7 bombsight.

A modification of the Ju 88 A-4, the Ju 88 A-13 could mount gun pods on the external bomb racks for ground attack duties, each "watering can" containing three 7.92 mm Medium machineguns, for strafing enemy troops.

Ju 88 G-1
Night fighter version.
Crew: 3
Armament
4 × 20 mm autocannons, firing forwards from an integral ventral gun pod.
1 or 2 × 13 mm (.51 in) MG 131 machine guns in the rear cockpit, firing rearwards.
1 or 2 × 20 mm MG 151/20s as Schräge Musik, firing forwards and upwards at a 30- to 45-degree angle, Optional.

Ju 88 P-3
Heavily armed anti-tank and anti-bomber version.
Crew: 3
Guns:
2 × 37 mm cannon in a conformal gun pod under the front fuselage, firing forwards.
up to 6 × 7.92 mm machine guns.


Sunday, March 31, 2019

OWB Air Combat: American Planes



https://theosrlibrary.blogspot.com/2019/03/operation-white-box-wwii-air-combat.html
American planes used in Europe and the Pacific theatres.

American Fighters/Fighter-Bombers
P38 Lightning
Saw service in Europe and most extensively in the Pacific. The P-38 was used for interception, dive bombing, level bombing, ground attack, night fighting, photo reconnaissance, radar and visual pathfinding for bombers and evacuation missions, and extensively as a long-range escort fighter when equipped with drop tanks under its wings. It can be fitted with rockets and bombs.
AC: 5 [14]
HP: 20 (HD 4)     
Move: 9/41 flying, +7 airspeed bonus
Attack: All [operator-linked]
x4 fire-linked .50 Large MG (+2 hit, 2d6+2), nose
1 20mm Medium Autocannon (2d6+2), nose
Mods: Aerial, Communications
Country: USA
Year: 1939
Crew: 1
Range: 2237 miles
Ceiling: 43.963'
Climb: 2500' per minute

P-40 Warhawk
The most common type of fighter in the U.S. Army Air Corps (USAAC) when the United States entered the War. The Lockheed P-38 Lightning could outperform the P-40, especially at high altitude, but the tough P-40 was less expensive, easier to build and maintain, and was in large-scale production at a critical period in the nation’s history when fighter planes were needed in large numbers. The solid, reliable Warhawk was used in all theatres and some were sent to Russia. Can be fitted with bombs.
AC: 4 [15]
HP: 24 (HD 4)     
Move: 9/38 flying, +6 airspeed bonus
Attack: All [operator-linked]
x6 fire-linked .50 Large MG (+3 hit, 2d6+4), wings
Mods: Aerial, Communications
Country: USA
Year: 1941
Crew: 1
Range: 240 miles
Ceiling: 38,156'
Climb: 2142' per minute


P-47 ThunderBolt
Used as both a high-altitude escort fighter and a low-level fighter-bomber, the P-47 quickly gained a reputation for ruggedness. Its sturdy construction and air-cooled radial engine enabled the Thunderbolt to absorb severe battle damage and keep flying. During WWII, the P-47 served in almost every active war theater and in the forces of several Allied nations. The most important U.S. fighter in Europe by the end of the War, outnumbering P-38 Lightnings and P-51 Mustangs combined. Can be fitted with rockets and bombs.
AC: 4 [15]
HP: 22 (HD 4)     
Move: 9/43 flying, +7 airspeed bonus
Attack: All [operator-linked]
x8 fire-linked .50 Large MG (+4 hit, 2d6+6), wings
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 449 miles
Ceiling: 40,994'
Climb: 3200' per minute


P-51 Mustang
The Mustang was among the best and most well-known fighters used by the U.S. Army Air Forces during World War II. Possessing excellent range and maneuverability, the P-51 operated primarily as a long-range escort fighter and also as a ground attack fighter-bomber. The Mustang served in nearly every combat zone during the War. It could be fitted with rockets and bombs.
AC: 5 [14]
HP: 22 (HD 4)     
Move: 9/44 flying, +7 airspeed bonus
Attack: All [operator-linked]
x4 fire-linked .50 Large MG (+2 hit, 2d6+2)
x4 fire-linked 20 mm Medium Autocannon (+2 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 851 miles
Ceiling: 41,900'
Climb: 3475' per minute


F4U Corsair
Navy and Marine fighter/bomber. It was tough, fast, and well armed. Corsairs were used in the Pacific. An alternate armament was x4 fire-linked 20mm cannons and could be fitted with two 1,000 lb bombs or eight 5 inch rockets.
AC: 4 [15]
HP: 20 (HD 4)     
Move: 9/45 flying,  +8 airspeed bonus
Attack: All [operator-linked]
x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 1005 miles
Ceiling: 41,339'
Climb: 4360' per minute


Grumman F4F Wildcat
The main Navy fighter at the start of the War it was outclassed by the Zero. Saw extensive action in the Pacific Battles of the Coral Sea and Midway. It was replaced by the Hellcat in 1943. It could be fitted with two 250 lb bombs.
AC: 5 [14]
HP: 15 (HD 3)     
Move: 9/33 flying,  +5 airspeed bonus
Attack: All [operator-linked]
x4 fire-linked .50 Large Machinegun (+2 hit, 2d6+2)
Mods: Aerial, Communications
Country: USA
Year: 1940
Crew: 1
Range: 900 miles
Ceiling: 34,698'
Climb: 2000' per minute


Grumman F6F Hellcat
Designed to counter the Zero it replaced the Wildcat in 1943. It had a high rate of climb, good dive speed, armor, and weapons and yet was maneuverable. It could be fitted with a variety of rockets and bombs.
AC: 5 [14]
HP: 22 (HD 4)     
Move: 9/39 flying,  +6 airspeed bonus
Attack: All [operator-linked]
x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1943
Crew: 1
Range: 944 miles
Ceiling: 37,300'
Climb: 3400' per minute


Douglas SBD Dauntless
The Navy's standard ship-based dive bomber in the Pacific, they were also used as land based bombers by the Marines. They carried the victory at the Battle of Midway sinking four Japanese aircraft carriers, crippling their fleet. A rugged plane with good defensive firepower.
AC: 4 [15]
HP: 24 (HD 4)     
Move: 9/26 flying,  +4 airspeed bonus
Attack:
x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4), nose, [operator-linked]
x2 fire-linked .30 Medium Machinegun (+1 hit, 1d6+3), dorsal turret, gunner
2,000 lbs of bombs
Mods: Aerial, Communications
Country: USA
Year: 1938
Crew: 2 (pilot, gunner)
Range: 1,115 miles
Ceiling: 25,525'
Climb: 1700' per minute


Grumman TBM Avenger
Designed to replace the obsolete pre-War Devastator. It carries bombs or a torpedo in an enclosed bay. It is bristling with defensive machine guns. Only one of six deployed survived the battle of Midway, but despite this the Avenger became the Navy's main torpedo plane.
AC: 4 [15]
HP: 22 (HD 4)     
Move: 9/27 flying,  +4 airspeed bonus
Attack:
x2 fire-linked  .50 Large Machinegun (+1 hit, 2d6+1), [operator-linked]
x1 .50 Large Machinegun (2d6), rear turret, gunner
x1 .30 Medium Machinegun (1d6+2), ventral, torp officer
2,000 lbs of bombs or torpedo
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 3 (pilot, gunner, torpedo officer)
Range: 1,215 miles
Ceiling: 22,402'
Climb: 2060' per minute


BOMBERS
Boeing B-17 Flying Fortress
Nicknamed the Flying Fortress the B-17 was the most famous bomber of the war having seen action in every theater. It could sustain heavy damage and keep flying. It bristled with .50 machineguns and was most used for daylight bomb raids to avoid as many civilian casualties as possible. This policy cost a lot of airmen's lives.
AC: 3 [16]
HP:   48 (HD 8)   
Move: 9/28 flying, +4 airspeed bonus
Attack:
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 9 positions (2 in the Bendix chin turret, 2 on nose cheeks, 2 staggered waist guns, 2 in upper Sperry turret, 2 in Sperry ball turret in belly, 2 in the tail and one (2d6) firing upwards from radio compartment behind bomb bay) all gunner positions
Bombs: 8ooo to 17,600 lbs.
Up to 3 gunners can target one aircraft from the firing arcs
Mods: Aerial, Communications
Country: USA
Year: 1937
Crew: 10 (pilot, co-pilot, navigator, bombardier/nose gunner, flight engineer/top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner)
Range: 2001 miles
Ceiling: 35,600'
Climb: 540' per minute

Douglas A20 Havoc
Light bomber, attack, and night-fighter aircraft. It was one of the first American aircraft to serve in the War. It was said to be easy to fly and handled well. It was also a stable gun-platform for night-fighter missions. A sturdy, tough, well designed plane. Can be fitted with up to 4,000 lbs of bombs.
AC: 4 [15]
HP: 25 (HD 5)   
Move: 9/34 flying, +5 airspeed bonus
Attack:
x6 fire-linked .50 Heavy Machinegun (+3 hit, 2d6+4), Nose [operator-linked]
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), rear turret, gunner
Mods: Aerial, Communications
Country: USA
Year: 1941
Crew: 3 (pilot, co-pilot, gunner)
Range: 1091 miles
Ceiling: 25,098'
Climb: 1500' per minute

Douglas A-26 Invader
Medium bomber and heavy attack aircraft. It is a tougher, faster, and better armed option to the A20. In the summer of 1945 the armament was upgraded for its ground attack roll to 8 firelinked Heavy Machine Guns on the nose (+4 hit, 2d6+6, 150') and 6 firelinked Heavy Machine Guns in the wings, 3 per wing ((+3 hit, 2d6+4).
AC:  4 [15]
HP:   30 (HD 6)   
Move: 9/35 flying, +6 airspeed bonus
Attack:
  x6 fire-linked .50 Heavy Machinegun (+3 hit, 2d6+4), Nose [operator-linked]
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), Dorsal turret, gunner
x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), Ventral turret, gunner
x10 Rockets (5 per wing)
Bombs: 6000 lbs
Mods: Aerial, Communications
Country: USA
Year: 1944
Crew: 3 (pilot, 2 gunners)
Range: 1300 miles
Ceiling: 22,100'
Climb: 1250' per minute

OTHER
Douglas C-47 Skytrain
One of the main transport planes of the allies. It can carry up to 6000 lbs  of cargo or 28 troops. 50k paratroopers were dropped over Normandy from Skytrains. The plane could be fitted with cargo doors, hoists, and even mooring for gliders. It is unarmed.
AC: 6 [13]
HP:  30 (HD 5)   
Move: 9/22 flying, +3 airspeed bonus
Attack: All [operator-linked]
None.
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 4 (pilot, co-pilot, navigator, radio operator)
Range: 1600 miles
Ceiling: 24,000'
Climb: 1041' per minute


Friday, March 22, 2019

Operation White Box vs DC: Axis Villains

A pair of villains for your DC War Game.............

The Iron Major
ARMOR CLASS:  14 (Special forces, Dex bonus, BDU's)
HIT DICE: 5
HIT POINTS: 30 (5d6 +2 +1 Con bonus)
TOTAL HIT BONUS: +4
ATTACKS: weapons or unarmed
SAVING THROW: 10
MOVEMENT: 12
Str: 16
Dex: 15
Con: 15
Int: 17
Wis:15
Chs: 16
Special Abilities:
Iron Hand: 1d6+1 damage per hit. The major has been seen splitting steel helmets and puncing through a brick wall with the hand.
Iron WIll: +4 to Saving throws to resist torture or fear.
Commander: The Iron Major has access to a large number of troops and resources. Men, tanks, all at his command.
Rally: He is an impressive command figure and has the respect of his men. He can take one full round to rouse  his men with speech or actions, using his forceful personality to motivate them. After one full round his men receive a +2 to AC and a +2 to Hit. This lasts for six turns and he can do this five times per day.
Equipment:
Luger Medium Handgun (1d6-1, 75')

This man was born and raised in the small German village of Mannlich. Since he was but a little boy, he prepared as much as he could for a career in the Wehrmacht . Thus, he already was a Major by the early days of the second World War.

The Major was part of Marshal Paulus ’ 6th Army, on the Eastern Front. He and his men were retreating across the frozen Don river when a Russian plane’s fire shattered the ice. This plunged the Major’s closest friend into frigid waters. The Major managed to fish out his comrade in time, but his right hand was now hideously frostbitten.

By the time the Major was able to reach medical aid, his frostbitten hand had become gangrenous and had to be amputated. As a symbol to his troops, the major had his missing hand replaced with one of solid iron, then he was sent home to Mannlich to recuperate.

Because of his iron hand and his iron will, his rigid moral code and his strict adherence to the rules, his men began to call him the Iron Major. It was a name he took to well.

Stalag 9
No longer considered fit for duty in the front lines, the Iron Major was made commandant of Stalag 9. This was an ancient castle that was serving as a prisoner of war camp. It was there the Iron Major first met the American soldier who was to become his greatest adversary – Sgt. Frank Rock.

Rock was the first prisoner ever to escape Stalag 9, only to be pursued by the Major in the Forest of Forgotten Skulls. There, during a battle to the death, the Iron Major was thought slain by an exploding land mine.

But the Iron Major survived the explosion. He crossed paths with Sgt. Rock several more times before the end of the war.











Killer Shark
General Haifisch
ARMOR CLASS:  16 ( +2 Special forces, +1 Dex bonus, +2 Enhanced, +1 Costume)
HIT DICE: 5
HIT POINTS: 30 (7d6 +2 +1 Con bonus)
TOTAL HIT BONUS: +6 
ATTACKS: weapons or unarmed
SAVING THROW: 10 
MOVEMENT: 12
Str: 18+
Dex: 16
Con: 18
Int: 13
Wis:13
Chs: 10
Special Abilities:
Enhanced Strength: Killer Shark can lift two tons with difficulty. His unarmed damage is 2d6+1 and he gets two attacks per round. He has easily breached unarmed doors and broken statues to pieces with one hit.
Enhanced Physique: Killer Shark gains a +2 to his AC due to his muscle mass and increased reflexes..
Saving Throw: +2 to Saving throws vs poison, explosions, and suppressive fire. His enhanced reflexes allow him to avoid all suppressive fire damage (even without cover) with a successful Save.
Hero of the Reich: Killer Shark commands much respect among the troops. When under his command his men receive a +2 bonus to Saving throws and +1 to Hit. His men must see him in action to receive this bonus.
Equipment:
Luger Medium Handgun (1d6-1, 75')
9mm SMG (1d6, 75')

General Haifisch was a prominent officer of the German army during WWII. Apparently he was subjected to biological experimentations by Nazi scientists, for he possessed superhuman strength.

Haifisch underwent special training supervised by Adolf Hitler himself, and has been called “the model soldier of Third Reich”. Trained as a killing machine, he was code named the Killer Shark. Haifisch quickly became the leader for the Führer’s personal shock battalion, undertaking special missions.

Hawka!
While crippling partisans activity in a town on the Franco-Belgian border, Killer Shark and his men took all of the Blackhawks prisoners, except for Blackhawk himself. Blackhawk caught up with the submarine in which Killer Shark was transporting his men, and fought Killer Shark hand-to-hand atop the submarine after it surfaced.

Blackhawk finally knocked Killer Shark in the water, where the Nazi apparently drowned.
Of course, Haifisch survived. 





Wednesday, March 20, 2019

Operation White Box vs DC: Sgt ROCK and Easy Co.

Sgt. Rock and the Combat Happy Joes of Easy Company
The most famous group of characters in the DC War Comics line. Sgt. Rock is the iconic soldier of WWII. He and Easy can make an appearance in Operation White Box games, heck, your guys might even join Easy for a few special missions.
Here they are......

Sgt. Franklin "Frank" John Rock
US Army
Grunt: 5
ARMOR CLASS:  17 (Special forces, Uncanny toughness, Dex bonus, BDU's)
HIT POINTS:  33 (6d6+1 Con bonus)
TOTAL HIT BONUS: +6
ATTACKS: weapons or unarmed
SAVING THROW: 10 (+2 bonus vs explosions and suppressive fire)
MOVEMENT: 12
Str: 16
Dex: 15
Con: 18
Int: 15
Wis:17
Chs: 16
Special Abilities:
Combat Machine: Against foes of 1HD or less Rock gets 5 free extra attack per round. This can only be used against the 1HD or less foes.
Uncanny Toughness: Rock gains a +3 bonus to his AC.
Saving Throw Bonus: Rock gains a +2 bonus to Saving Throws versus explosions and suppressive fire.
Camaraderie: Rock gains a +1 bonus to Hit when fighting along side members of Easy Company. Once per round he may use his body to shield one of them and absorb up to half of the damage done to that soldier in that round.
Equipment:
BDU, boots, helmet, dogtags, shit ton of ammo.
2 belts of Heavy Machinegun ammo.
SMG (1d6, 75')
Larger Handgun (1d6, 75')
Knife (1d6 -2 +1)
Grenades (2d6+2)

Note:
As Rock is a special character I built him with the Grunt class as a PC. The other members of Easy are built as NPC's with a few special abilities to each character to represent their particular specialties and traits.


Easy Company
Rock's companions and brothers in arms. He was their leader through Hell and back, they fought and bled together and many died. They were in the theatres of North Africa, Sicily, Italy, France, and likely the Pacific. Any man in Easy would do anything Rock asked of them up to and including disobeying stupid or incompetent orders from higher up the chain of command.

Sgt. Rock has confirmed that he gave nicknames to Easy Company men because during battle, they would be required to do things their civilian identities might not be able to live with; once the war was over, the nicknames could be left behind once the soldiers resumed their civilian lives. This accounts for the proliferation of unusual character names in Easy Company over the years. Some went by their given names despite this consideration.

Easy is dedicated to the 2nd Battalion of the 141st infantry.
The men of Easy were nick-named "The Combat Happy Joes."

Easy Company Soldier
ARMOR CLASS:  13 (Special forces, BDU's)
HIT DICE: 2d6 (10 hit points)
TOTAL HIT BONUS: +2
ATTACKS: weapons or unarmed
SAVING THROW: 14 (+2 bonus vs explosions and suppressive fire)
MOVEMENT: 12
Equipment:
BDU, boots, helmet, dogtags, shit ton of ammo.
M1 Garand Large Rifle (1d6+1, 150')
Knife (1d6-2)
Grenades (2d6+2)


Members of Easy are survivors of some of the toughest battles in the war. Easy is one of the finest and capable units to serve. This experience and knowledge accounts for their Special Forces AC bonus and higher HD and associated abilities over the average soldier.

A number of the men survived to form the trusted core of Easy Company soldiers. This was the group most seen in the comics and they each had a specialty or special quality to their character to differentiate them from other soldiers serving in Easy.
They included:

Zack Nolan
Corporal, Second in command. Black haired and ragged. Nolan is fearless in combat with is bazooka. He is haunted by the loss of his father in WWI.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged +6 bazooka
Saving Throw: 13
Special: +2 to hit with a bazooka, +4 total to Saving throws vs explosions
RPG Medium (8d6 vs tank/structures, as grenade vs characters)

Bulldozer 
Corporal Horace Canfield. Huge, built like a bull, blonde, and strong. Lugs around a medium (.30) machinegun.
HD: 3d6 (18 hp)
Total Hit Bonus: +4 melee, +3 ranged
Saving Throw: 13
Special: +1 Str and Con bonuses, incredibly strong, can hip-fire up to a medium machinegun alone.
Medium Machinegun (1d6+2, 150')

Little Sure Shot
Corporal Louis Kiyahani. Apache and excellent pointman and sniper. Sharp-eyed and has a habit of wearing feathers on his helmet.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: 1-3 on 1d6 to avoid and Ambush, adept at wilderness survival and tracking (base roll of 1-7 on 1d10)

Jackie Johnson
Private. Tall and muscled African American, former heavy weight boxing champ. Skilled combatant and outstanding soldier.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +4 melee, +3 ranged, +6 melee
Saving Throw: 13
Special: +1 Str and Con bonuses, +2 to hit and damage with fists

Wildman
Corporal Harold Shapiro. Tall, red bearded rifleman and an English teacher from Colorado. Known for going almost recklessly beserk in combat.
AC: 14/12
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: +1 Dex bonus, can attack twice per round in combat but AC drops to 12 in the round doing so

Ice Cream Soldier  
Private Phillip Mason. Young and freckle-faced. Cool as ice in combat, thus his nick-name
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: +2 to Saving throws vs fear effects, +4 total vs suppressive fire and allows him to avoid all suppressive fire damage (even without cover)

4-Eyes
Private. Name unknown. Perfectly average looking except for his thick glasses. Blind as a bat without the them. With them he is the best shot of the riflemen.
AC: 14
HD: 3d6 (12 hp)
Total Hit Bonus: +3 melee, +4 ranged, +6 rifles
Saving Throw: 13
Special:   +1 Int bonus, +2 to hit and damage with rifles when wearing his glasses, -4 to all attacks without them


Many members came and went throughout the decades of printed Sgt Rock adventures.
Some were 'star' characters, most were minor. Here is a list of known survivors, deceased, wounded, and missing as of 1944.


Monday, March 18, 2019

Operation White Box vs DC: The GI Robot

One of my favorite DC War characters from my childhood in the seventies and eighties, from Weird War Tales: J.A.K.E. The GI Robot

J.A.K.E. the GI Robot
(Jungle Automatic Killer Experimental)
ARMOR CLASS: 2 [17] (armor plate and Dex)
HIT DICE: 8
TOTAL HIT BONUS: +8
ATTACKS: 2 fists or weapons
SAVING THROW: 12
SPECIAL: see below
MOVEMENT: 12 (running 18/swimming 18)
The GI Robot's body is hardened steel. It is stronger, faster, and tougher than a normal man.
Strength: J.A.K.E. is very strong and possesses incredible strength. It gains a +3 to all melee damage. It can lift up to six tons and bend a crowbar.
Speed: As a Robot J.A.K.E. can run and move at speeds that are beyond human physical limits. It can run at a rate of 18. The Robot is also designed to swim like a torpedo through water at a move rate of 18. It is surprisingly buoyant and can surface easily.
Agility: As a Robot J.A.K.E. agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete. +3 to his AC.
Stamina: As a Robot J.A.K.E. can exert itself well beyond the human limit as long as he has sufficient power. J.A.K.E. automatically succeeds on any Constitution checks.
Reinforced Hull: J.A.K.E.'s body is composed of armor plated steel, making it durable to most attacks. +4 to AC and Reinforced Hull x1 as per vehicle rules (immune to personal weapons, 1/2 damage from autocannons, 1/4 damage from grenades.)
Intelligence: J.A.K.E. is capable of rapid analysis of huge amounts of data. Although he must follow commands from the soldier he is assigned to J.A.K.E. is a learning machine and capable of making decisions on its own.
Ambidextrous: J.A.K.E. can use both hands equally well, often firing both hand machineguns together.
Rocket Jet Boots: J.A.K.E. has been equipped with short-range jets running off of its power source. They allow a short flight of three rounds with a movement of 12 per round.
Senses: J.A.K.E. has infravision and night vision allowing it to see perfectly in darkness out to 90' as well as acute hearing. It is only surprised on a 1 on a 1d6.
Limitation: J.A.K.E. is not able to communicate verbally nor show emotions, if he truly has any.

J.A.K.E. is equipped with a number of lethal weapons:
Its metal fists do 1d6 +3 with each hit. It can attack with both fists each round.

J.A.K.E.'s arms have an internal gun/launcher system with a variety of ammunition. When firing, the projectiles emerge from his fingertips. Spent brass is ejected through ports in the top of the hands. Ammo for each is stored inside of J.A.K.E. and there is enough for 12 combat rounds of each type.
Light MG (1D6+1) The most common ammo used by the robot.
Flamethrower (1d6, no chance to explode) Often used against tanks or large numbers of infantry. 12
Mini-Rockets/Torpedoes(2d6+2, 15' explosive radius, 75' range) Also used against large numbers of infantry and boats or submersibles.

J.A.K.E. can use conventional weaponry as well as attach specialty equipment by removing his lower arms and attaching one or two of the following:
Medium Machinegun and ammo belt can.
Multi-shot RPG/Mortar Launcher
Larger Flamethrower

J.A.K.E. is normally dressed in marine fatigues, boots, and helmet with a backpack of spare parts and tools.

J.A.K.E.could be assigned to a PC in the squad, perhaps his original handler Sgt Coker has died.
I might stat up the robot dog, cat, samurai, sumo, etc later. Yes I'm serious those are a thing.